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Lights calculated per object in the main fragment shader.
Few lights
mobile/VR
Q: Do we need a separate pre-built shader for this?
A: TBD
Q: Should we set a maximum allowed lights for this? (Current implementation as of writing uses 4 point lights, 1 directional light and 1 spotlight.)
A: TBD
Deferred Rendering
G-buffer stores world data
lighting is applied in a separate full-screen pass.
Activity